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Topics - default_player

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Suggestions / 1st person hit/health depletion
« on: 20-08-2013, 13:08:30 »
I'm not saying "ya have ta do this man"...because I'm not sure if it's altogether possible or that it might bloat the size of the mods rar files if it is. Most likely if all that's true or not, it would be time consuming to do anyway I'm sure. What I envisioned was some sort of gore tastefully applied - to the soldiers in first person. Essentially the forearms, hands, sleeves, etc. The blood puddle effect third person applied to the first person arms, to be activated (pop up) after receiving a wound or trauma. And just guessing here, but I'm sure that would have to be applied to each 3d model set of arms (a lot of importing/exporting and rebuilding perhaps.)

Anyway, if a shortcut or work around to limit the hassle was possible, I'm not saying use the puddles from 3p literally, I was thinking new applied texture maps. One example for long sleeves, the texture could be applied to look as if it's leaking down the sleeve/arm, but only visible at the wrist/cuff extending to the rest of the hand (picture the green-coated US faction holding a 1911 with this effect) The weapon models of course would be another separate issue to involve, but realistically too involved altogether.

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Singleplayer and Coop / Sidi Bou Zid sp?
« on: 19-01-2013, 15:01:41 »
I'm sure odds are slim, but is anybody aware if sp version of Sidi was ever made available for the latest version of FH2? That would be Western Desert map after "Supercharge"...Be somewhat neat to have US forces on one map in the desert.

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This is a pretty interesting read with some nice reference pictures (scroll down 12th & 14th post)--

http://forums.gunboards.com/showthread.php?245773-Grenade-Launching-Carcano

I think it's a bit too obscure and involved for FH2, but really a neat piece of history from a rifle collectors stand point. To sum up the article for those who like the condensed version --

The grenade attachment was activated by removing the bolt from the receiver and inserting it into the grenade assembly.

The grenade itself was more of a "stun" grenade that produced little fragmentation (idea was to launch one off prior to charging a trench in order to gain an element of surprise over the enemy)

Pre ww2 design (1928)

Extremely rare, only 14 "milsurp" examples ever documented. Royal Italian army designated it the "Tromboncino" model 28

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Suggestions / weapon posture
« on: 23-03-2012, 04:03:20 »
regarding how the bots are depicted holding such weapons as the AT rifles for instance (sort of by the 'hip') I think it would add a lot more realism to have these weapons carried by the handles for instance. Same to be said as well for the mg34, this would look a lot better carried over the shoulder of the bots because it's essentially a useless weapon until prone anyway. Also the extreme length of the AT weapons, by the hip just looks overly odd.

Also (just a neat idea I think) if in someway a bot carrying the mg34 over the shoulder, it would be neat if you could enter that soldier sort of like a vehicle position from behind and fire the weapon from supporting atop of that soldiers shoulder. That's probably beyond the limits of bf2/fh2 but I thought I would put it out there, because you never know (it might create a similar spin off idea that may be implemented in someway down the road) 

Also regarding the sten/mp40, I have read where it is incorrect to hold these weapons from the magazine in order to fire them. I have no idea of course being that I've never fired either weapon, but something rather I have read.

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Singleplayer and Coop / replaying demos...(bullet strikes)
« on: 23-03-2012, 04:03:51 »
Has there ever been a fix for the following? (I doubt it) I think sadly, it's hard-coded into the bf2 engine/replay system...Anyway, the gripe is the annoying bullet strikes that register during replay in the 3rd person. It seems that any bullet/projectile that enters a certain radius of the bot (ai or player controlled) in where it generates the momentary stun/bullet crack effect from 1st person, generates a full out hit on the player/bot from third person during replay.

It's annoying for the fact that I do like to avoid taking any hits whatsoever during a sp round, only then to see a bunch of strikes against my bot in the replay that are in actuality 'near misses'

To skip past the same old remedies that do not work but are always brought up...

maximizing replay demo quality does not do anything to remedy this.
removing the impact 'poof' does not solve the problem either.

If you're a sp fan like me, chances are you like to record your rounds in succession of a campaign for later viewing (this bug spoils that entirely sadly) Damn, even Rogue Spear from 11 years ago accurately depicted a near miss, or a hit during replay of a round. No question in my mind this is tied in with the bullet crack/stun effect that occurs in first person. And like I said, I have looked into this quite extensively before, going so far as to delete animation files from 3rd person. In fact, I'd rather have no bullet strike animations on the bots whatsoever as opposed to a million false animations occurring per round. 

Here's to hoping that one of the brilliant devs or somebody somewhere can finally offer up some sort of remedy for this for us sp die-hards. Thank You. 

 


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FH2 Help / Support / ctd help
« on: 25-11-2011, 23:11:11 »
did a fresh install of 2.4 and receive ctd upon map load with following error --


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Suggestions / swap the wrench for welding kit
« on: 28-06-2011, 21:06:18 »
would call for new animations both first and third plus a lot of work.  I was thinking you toggle the torch like any other item, so the animation would be two additions: the torch and welders visor, drop the visor over face and fire the torch.

The visor itself could magically appear like any other item, or added to the soldier kit geometry if successful.

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Singleplayer and Coop / ste_mere_eglaise texture issue
« on: 20-06-2011, 04:06:15 »
First off, great mod. FH2.3 is a ton of fun even with bots. Also, thanks to whoever manages the site layout for putting the maps in chronological order. I'm just about ready to wrap up the north African campaign after about a month of play.

I'm aware that ste_mere_eglaise is a 3rd party map to the mod, and not technically included with the initial release. Although chronologically, ste_mere would pre-date pointe_due_hoc by a few hours for the invasion of France, which is why I'd like to see if I could get the following issue resolved. It seems to be a texture mapping issue of some kind, all of the soldiers, weapons, and other minor details like barbed wire and some other statics just appear solid green (attached pic) Is there an ini setting of some type to correct this problem?


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